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Super Nova (Disharmony)

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11 years ago
Jul 6, 2013, 8:48:44 PM




Super Nova is an alternative design of Endless Space Disharmony v1.1.9.3+:



1. Redesigned Combat Visuals

2. Redesigned Planets

3. Redesigned Star System Improvements

4. Redesigned Ships, Weapons, Defenses

5. Redesigned Factions and Pirates

6. Redesigned Technology Tree

7. Redesigned Battle Cards

8. Redesigned Strategic Resource Requirements

9. Redesigned AI and Difficulty Levels

10. Miscellaneous Changes





INSTALLATION INSTRUCTIONS



1. Download: discontinued

2. Extract the SuperNova folder to: C:\Users\UserName\Documents\Endless Space\Disharmony\Modding\SuperNova

3. Select SuperNova from the MODS screen in Endless Space











GETTING STARTED GUIDE



Many aspects of Endless Space are different in Super Nova.

Getting started can be a little daunting when you no longer know the best build order or research order.

This guide is not the only way or even best way to play.

It is only intended to get you off to a good start.



The overall strategy is to explore, expand, exploit, and exterminate.

First, explore your home constellation and colonize all the systems there.

Second, raise a fleet and expand into the center of the galaxy.

Third, exploit your star systems through terraforming and other improvements.

Fourth, exterminate your enemies until you achieve victory.



You can assign a balanced governor to each star system for good results.

Then you only need to decide when to build ships.



Your initial research strategy might be to research all of tier I before moving on to tier II, etc.

Within each tier, you could research the cheapest techs first.

As you discover needs, such as for more morale or money, you can adjust your research accordingly.



Your first fleet might consist of a missile corvette, a kinetic corvette, and a laser corvette.

Equip each with a scout, power, engine, and repair module.

Next equip several defense modules of each type: antimissile, deflector, and shield.

Then equip several long, medium, or short range versions of the weapon.

Finally, add armor modules to use up any remaining space.



Once you achieve space superiority, build invasion fleets to conquer enemy worlds.

Invasion ships have no weapons, minimal defenses, and as many invasion modules as they can carry.



To victory!





Strategy Guide: http://sdrv.ms/19yXZiy









REDESIGNED COMBAT VISUALS







The defense animations always fire because flack stops missiles, deflectors block kinetics, and shields absorb lasers in this mod.

The number of projectiles you see being fired now matches the actual salvo size of the weapon.

Projectile speed now varies by range, weapon type, and technology level.

Higher level weapons now have a higher rendering priority.

Doubled the duration of the long range camera shots during the battle sequences.









REDESIGNED PLANET DEFINITIONS







Class I: Jungle, Terran, Ocean

Class II: Barren, Arid, Tundra

Class III: Lava, Desert, Arctic

Class IV: Methane, Hydrogen, Helium

Class V: Asteroid (no terraforming)





Industry: Jungle, Barren, Lava, Methane.

Dust: Terran, Arid, Desert, Hydrogen.

Science: Ocean, Tundra, Arctic, Helium.





Planets can be terraformed up to the next best class with the same focus.

Planets can be changed to a different focus with a separate terraformation.









REDESIGNED STAR SYSTEM IMPROVEMENTS







Most improvements have 5 tiers.

Costs are standardized by tier.

Effects have been redefined.

All improvements are now useful.





Defense, shelter, and anti-aircraft provide a small boost to morale so they add some value when idle.

The faction unique improvements have been separated from the standard improvements. Each faction gets two unique star system improvements.









REDESIGNED SHIPS







Smoothed the progression of hulls:

Corvette: 1 CP, 20 Tons, 500 HP

Destroyer: 2 CP, 40 Tons, 1000 HP, 1 Special slot

Cruiser: 3 CP, 60 Tons, 1500 HP, 2 Special slots

Battleship: 4 CP, 80 Tons, 2000 HP, 3 Special slots

Dreadnaught: 5 CP, 100 Tons, 2500 HP, 4 Special slots





New ship weight bonuses:

Corvettes: -50% weight scout + engine.

Destroyers: -50% weight to armor.

Cruisers: -50% weight to bombs.

The AI will equip twice as many modules wherever a weight bonus applies.





Command Points start at 3.

Hulls unlock +3, +3, +3, +3.

Techs unlock +3, +3, +3, +3.

Totals: 3, 9, 15, 21, 27.





Sample Fleet Composition:

9 CP Fleet:

3x Corvette, 3x Destroyer



15 CP Fleet:

3x Destroyer, 3x Cruiser



21 CP Fleet:

3x Cruiser, 3x Battleship



27 CP Fleet:

3x Battleship, 3x Dreadnaught









REDESIGNED WEAPONS





Long range weapons fire once per phase.

Medium range weapons fire twice.

Short range weapons fire four times.





Accuracy at long, medium, short range:

LR Weapon: 100%, 85%, 70%

MR Weapon: 50%, 100%, 75%

SR Weapon: 33%, 66%, 100%





Damage at long, medium, short range:

LR Weapon: 100%, 100%, 100%

MR Weapon: 75%, 100%, 100%

SR Weapon: 25%, 50%, 100%





The range effects to accuracy and damage counterbalance the rate of fire in order to make short, medium, and long range weapons equally useful.

Missiles, kinetics, and lasers all do the same damage.









REDESIGNED DEFENSES





Antimissiles, deflectors, and shields provide a 1/3 mitigation of the corresponding weapon damage for 1/2 the weight and cost.

They no longer have side-effects or provide general defense, nor do they affect point defense.





Armor provides half the protection of a defense module for the same weight and cost.

However, armor protects against all three weapon types and provides a small increase to the ships defense.









REDESIGNED SUPPORT MODULES





Most modules have five tiers.

Costs are standardized by tier.

Rescaled all costs and weights.

Percent weights are only used for Repair, Engine, Scout, and Power modules.





Repair modules provide a bonus to fleet healing and troop/fighter/bomber recovery when stationed at a friendly port.





Engines provide the same bonus to evade that scout modules provide to accuracy so they counterbalance each other.

Engines no longer affect hull weakness.





Power modules increase the effectiveness of all weapons and defenses by 5% to 25%.





Invasion modules provide their benefit as a fixed amount of military power invasion.





Tonnage modules provide a flat increase of 40 to 200 tons.

This helps smaller ships fit flat weight modules that become larger as technology advances.







REDESIGNED SPECIAL MODULES





Special Slots: Point Defense 1, Troop 1, Fighters 2, Bombers 3.





There are now five tiers of point defense turrets which are independent of other defenses.





The three specialized versions of troops are: Troopers, Elite, Numerous.

Troopers are the standard version.

Elite are twice as effective but cost ten times as much.

Numerous take twice as many population, land twice as many population, do twice the collateral damage, and cost twice as much.



There are five tiers of troops requiring 1 to 5 population to produce.

Lost troops recover in roughly 12 turns at a friendly port.

Recovery takes more than three times longer away from port.

Troops tier I to V do collateral damage to 1 to 5 population.





The three specialized versions of fighters are: anti-fighter, anti-bomber, and defensive.

Anti-fighters do double damage against fighters.

Anti-bombers do double damage against bombers.

Defensive fighters have twice the health.

Fighters tier I to V do collateral damage to 1 to 5 improvements.





The three specialized versions of bombers are: anti-ship, anti-planet, and defensive.

Anti-ship bombers do double damage against ships.

Anti-planet bombers do double damage during invasions.

Defensive bombers have twice the health.

Bombers tier I to V do collateral damage to 1 to 5 improvements.





All special modules have a weight of one.









REDESIGNED FACTIONS







Each faction has an affinity for one rapid fire weapon, one heavy defense, and one FIDS.

The rapid fire weapons and heavy defenses are +50% more effective.

Each faction has a different fleet composition.

Each faction has three unique empire wide abilities and two unique star system improvements.

All factions value treaties and will oppose any race that gets too far ahead.





GOOD FACTIONS





Amoeba, Automatons, Sophons, and Pilgrims

Protective of factions with weaker militaries.

Affinity for missiles and deflectors.

1 attack per zone.

More likely to retreat when attacking.

Less likely to retreat when defending.





NEUTRAL FACTIONS



Sowers, Harmony, and Horatio

Fearful of factions with stronger militaries.

Affinity for kinetics and shields.

2 attacks per zone.





EVIL FACTIONS



Sheredyn, Hissho, United Empire, Cravers

Aggressive toward factions with weaker militaries.

Respect factions with strong militaries.

3 attacks per zone.



Affinity for lasers and flack.

Less likely to retreat when attacking.

Defending doesn't matter for retreat.









REDESIGNED PIRATES





Smoothed pirate progression.

Pirates now use all ship classes.

Improved pirate ship designs.

Pirates from exploration events are limited to corvettes.









REDESIGNED TECHNOLOGY TREE







Greatly expanded so items can be researched independently.

Most techs have 5 tiers.

Costs are standardized by tier.

Prerequisites smooth the discovery of key technologies.









REDESIGNED BATTLE CARDS







13 COMMON BATTLE CARDS



Weapon Overclock: +25% damage, -30% defense

Weapon Disruption: +25% damage both sides

Dust Barrier: +25% armor, -15% critical

Ultimate Defense: +50% defense, -15% damage

Nano-Repair: +10% repair, -15% accuracy

Emergency Shelter: prevent ship destruction

EMP: -25% enemy defense, -15% critical

Illusion: create illusionary ships

Target Locked: +25% accuracy, -15% evasion

Adaptive Strategy: +25% best damage, -30% best defense

Adaptive Defense: +40% best defense, -15% best damage

Retreat: 2 rounds enemy unopposed

Offensive Retreat: 3 rounds exchange fire





12 FACTION BATTLE CARDS (4 Good, 4 Neutral, 4 Evil)



Dust Warheads: +25% missile crit, -15% others

Dust Projectiles: +25% kinetic crit, -15% others

Dust Beams: +25% beam crit, -15% others

Reactive Barrier: +50% flack, -30% others

Ablative Barrier: +50% deflectors, -30% others

Reflective Barrier: +50% shields, -30% others

Short Circuit Missiles: -25% enemy missile accuracy, +15% others

Short Circuit Kinetics: -25% enemy kinetic accuracy, +15% others

Short Circuit Beams: -25% enemy beam accuracy, +15% others

Missile Surge: +25% missile accuracy, -15% others

Kinetic Surge: +25% kinetic accuracy, -15% others

Beam Surge: +25% beam accuracy, -15% others





12 HERO BATTLE CARDS (4 Commander, 4 Pilot, 4 Adventurer)



Long Range Weak Point: +25% LR weapon damage, -15% others

Medium Range Weak Point: +25% MR weapon damage, -15% others

Short Range Weak Point: +25% SR weapon damage, -15% others

Long Range Gravity Well: -25% enemy LR weapon damage, +15% others

Medium Range Gravity Well: -25% enemy MR weapon damage, +15% others

Short Range Gravity Well: -25% enemy SR weapon damage, +15% others

Long Range Camouflage: -25% enemy LR weapon accuracy, +15% others

Medium Range Camouflage: -25% enemy MR weapon accuracy, +15% others

Short Range Camouflage: -25% enemy SR weapon accuracy, +15% others

Long Range Magnetic Field: +25% LR weapon accuracy, -15% others

Medium Range Magnetic Field: +25% MR weapon accuracy, -15% others

Short Range Magnetic Field: +25% SR weapon accuracy, -15% others



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11 years ago
Jul 8, 2013, 7:43:28 AM
Since this mod is a total conversion of Endless Space, all the planetary improvements, construction costs, and research times will need to be rebalanced anyway so I might as well start with a simple, clean pattern for planets.



I enjoy terraforming planets as part of developing my empire. I don’t want to have to decide on a planet by planet basis if I should terraform or not. I use the balanced governor for all my worlds and don’t want the focus of a planet to be changed through terraforming. I also want to make sure the AI isn't placed at a disadvantage by terraforming strategies.



I updated the design document to describe the thoughts behind the planetary FIDS. Any improvements to the design now will save rework during playtesting later. That is why I published it early. Thanks for the feedback.
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11 years ago
Jul 9, 2013, 3:43:36 AM
Alright. If you've thought this out and enjoy creating more work for yourself, I wish you the best of luck. Am willing to be your guinea pig.
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11 years ago
Jul 14, 2013, 6:29:43 PM
The design has evolved significantly during implementation. Unfortunately, I haven't had a chance to update the published design document. I did want to address one request: "I hope you will leave the current Disharmony ship bonuses in; they force each faction to play differently. "



Starship Weight Bonuses

Each starship class gets a 50% weight bonus based in its primary role. Transport: Civilian, Corvette: Armor, Destroyer: Point Defense, Cruiser: Invasion, Battleship: Troop, Dreadnaught: Fighter & Bomber

Each faction has an affinity for one weapon 25%, one range 25%, and one defense 33% that apply to all military ships for that faction.

Each military ship within a faction has a 33% weight bonus to randomly assigned Scout, Repair, Power, Engine, or Bombs; to increase variety within their ranks.
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11 years ago
Jul 21, 2013, 1:55:55 AM
LetoSilvermane wrote:
I did want to address one request: "I hope you will leave the current Disharmony ship bonuses in; they force each faction to play differently.




I believe that was me. Seems good.
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11 years ago
Jul 21, 2013, 2:54:07 AM
Nasarog wrote:
Nice, I think this would make all hulls useful again.




Frankly, when were they?



Hell the transport hull has never been useful.
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11 years ago
Jul 26, 2013, 7:23:40 AM
If you try this mod, then please reply to this thread with some comments about how your game went.
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11 years ago
Jul 27, 2013, 1:25:35 AM
Got another guinea pig here. Will try it out and give feedback.
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11 years ago
Jul 27, 2013, 2:55:38 AM
So, not sure exactly what of the following is pertinent, but:



Shape - Disk-4

Size - Large

Empires - 8

Age - Normal

Difficulty - Hard

Game Speed - Slow



The only thing not default in the settings is having exploration flags unchecked.



Ran into a game breaker. When I try to load any save I have, auto or otherwise(only got the autosaves and one save at turn 25), I get this:







If I try to continue playing, I only see the galaxy background, nothing else.
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11 years ago
Jul 27, 2013, 3:39:52 AM
What version of Endless Space are you using? I'm not planning on making this mod compatible with the patch until it is officially released.

I ran into that problem myself and fixed it by making some changes to PlanetColonization.xml but I never isolated the exact cause.

Can you attach a savegame so I can try and reproduce it on my PC?
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11 years ago
Jul 27, 2013, 5:08:07 AM
Sorry rmv, but I'm not going to be able to fix the crash you encountered loading a save game. It crashes the same way with vanilla Endless Space so I can't isolate which mod file might be causing a problem.



[Edit]

I ran into this problem during playtesting. It was caused by an exploration event generating a pirate ship with no modules. I fixed it by doubling the strength of the pirates generated by exploration events.
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11 years ago
Jul 27, 2013, 6:40:12 AM
All factions now have the same number of faction specific techs. Where one empire had too many and another had too few, I reassigned them.



The bottom tree has Proprietary [EmpireName] with two faction specific star system improvements.

The right tree has [EmpireName] Edge, [EmpireName] Advantage, and [EmpireName] Domination with three faction specific empire-wide effects.



Everything else is common among all factions. I only play with the United Empire affinity so if something important is missing from your favorite faction let me know and I may be able to restore it.
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